support compound versus compound collision shape acceleration on GPU, using aabb tree versus aabb tree.
Remove constructor from b3Vector3, to make it a POD type, so it can go into a union (and more compatible with OpenCL float4) Use b3MakeVector3 instead of constructor Share some code between C++ and GPU in a shared file: see b3TransformAabb2 in src/Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h Improve PairBench a bit, show timings and #overlapping pairs. Increase shadowmap default size to 8192x8192 (hope the GPU supports it)
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@@ -68,7 +68,7 @@ void b3VoronoiSimplexSolver::reset()
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m_cachedValidClosest = false;
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m_numVertices = 0;
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m_needsUpdate = true;
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m_lastW = b3Vector3(b3Scalar(B3_LARGE_FLOAT),b3Scalar(B3_LARGE_FLOAT),b3Scalar(B3_LARGE_FLOAT));
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m_lastW = b3MakeVector3(b3Scalar(B3_LARGE_FLOAT),b3Scalar(B3_LARGE_FLOAT),b3Scalar(B3_LARGE_FLOAT));
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m_cachedBC.reset();
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}
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@@ -118,7 +118,7 @@ bool b3VoronoiSimplexSolver::updateClosestVectorAndPoints()
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const b3Vector3& to = m_simplexVectorW[1];
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b3Vector3 nearest;
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b3Vector3 p (b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
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b3Vector3 p =b3MakeVector3(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
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b3Vector3 diff = p - from;
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b3Vector3 v = to - from;
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b3Scalar t = v.dot(diff);
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@@ -157,7 +157,7 @@ bool b3VoronoiSimplexSolver::updateClosestVectorAndPoints()
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case 3:
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{
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//closest point origin from triangle
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b3Vector3 p (b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
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b3Vector3 p =b3MakeVector3(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
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const b3Vector3& a = m_simplexVectorW[0];
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const b3Vector3& b = m_simplexVectorW[1];
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@@ -183,7 +183,7 @@ bool b3VoronoiSimplexSolver::updateClosestVectorAndPoints()
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{
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b3Vector3 p (b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
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b3Vector3 p =b3MakeVector3(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
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const b3Vector3& a = m_simplexVectorW[0];
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const b3Vector3& b = m_simplexVectorW[1];
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